LumixEngine/data/pipelines/textured_quad.shd
2019-10-14 22:28:06 +02:00

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common [[
layout(std140, binding = 4) uniform Drawcall {
uniform vec4 u_offset_scale;
uniform vec4 u_channel_mask;
};
]]
vertex_shader [[
out vec2 v_uv;
void main() {
v_uv = vec2(gl_VertexID & 1, (gl_VertexID & 2) * 0.5);
vec4 pos = vec4((gl_VertexID & 1) * 2 - 1, (gl_VertexID & 2) - 1, 0, 1);
pos.xy = pos.xy * u_offset_scale.zw + u_offset_scale.xy;
gl_Position = pos;
}
]]
fragment_shader [[
layout (binding=0) uniform sampler2D u_texture;
in vec2 v_uv;
out vec4 o_color;
void main() {
o_color = textureLod(u_texture, v_uv, 0);
if (u_channel_mask.a <= 0) {
o_color.rgb *= u_channel_mask.rgb;
o_color.a = 1;
}
else
o_color *= u_channel_mask;
}
]]